﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using TowerDefenseKaZ.src;
using MySql.Data.MySqlClient;
namespace TowerDefenseKaZ.src
{
    class Basic:Sprite
    {
        Animation attack;
        Animation jump;
        Animation damage;
        Animation walking;
        Animation idle;
        Animation fall;
        public int player;
        private int jumpStr;


        public Basic(Texture2D image, GameWindow Window)
            :base(image, Window)
        {
            this.position = new Vector2(150, 150);
            controlAnimations();
            speed = new Vector2(5, 5);
            this.animation = idle;
            colision = new Rectangle((int)position.X, (int)position.Y, idle.frame_X, idle.frame_Y);
            this.mass = 1;
            this.player = 1;
            this.jumpStr = 30;

        }
        private void controlAnimations()
        {
            attack = new Animation();
            jump = new Animation();
            walking = new Animation();
            damage = new Animation();
            idle = new Animation();
            fall = new Animation();
            //Attack//
            //Jump//
            //Walking//
            //Damage//
            //Idle//
            idle.framesTotal = 4;
            idle.fps = 3;
            idle.Y = 0;
            idle.frame_X = 43;
            idle.frame_Y = 50;

            //fall//
            fall.framesTotal = 2;
            fall.fps = 3;
            fall.Y = 570;
            fall.frame_X = 46;
            fall.frame_Y = 57;


        }
        public override void Update(GameTime gameTime)
        { }
        public void Update(GameTime gameTime, KeyboardState currentKey, KeyboardState lastKey, MouseState currentMouse, MouseState lastMouse)
        {
           

        }
    }
}
